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 FDieTriggers
: Array of Integer;
84 FSpawnTrigger
: Integer;
87 function findNewPrey(): Boolean;
88 procedure ActivateTriggers();
94 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
95 destructor Destroy(); override;
96 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
97 function Collide(Panel
: TPanel
): Boolean; overload
;
98 function Collide(X
, Y
: Integer): Boolean; overload
;
99 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
100 function Live(): Boolean;
101 procedure SetHealth(aH
: Integer);
102 procedure Push(vx
, vy
: Integer);
103 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
104 function Heal(Value
: Word): Boolean;
107 procedure ClientUpdate();
108 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
109 procedure SetDeadAnim
;
112 procedure WakeUpSound();
113 procedure DieSound();
114 procedure PainSound();
115 procedure ActionSound();
116 procedure AddTrigger(t
: Integer);
117 procedure ClearTriggers();
119 procedure SaveState(var Mem
: TBinMemoryWriter
);
120 procedure LoadState(var Mem
: TBinMemoryReader
);
121 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
122 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
123 procedure MakeBloodSimple(Count
: Word);
124 procedure RevertAnim(R
: Boolean = True);
125 function AnimIsReverse
: Boolean;
126 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
127 function kick(o
: PObj
): Boolean;
128 procedure CatchFire(Attacker
: Word);
129 procedure OnFireFlame(Times
: DWORD
= 1);
131 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
133 property MonsterType
: Byte read FMonsterType
;
134 property MonsterHealth
: Integer read FHealth write FHealth
;
135 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
136 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
137 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
138 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
139 property MonsterSleep
: Integer read FSleep write FSleep
;
140 property MonsterState
: Byte read FState write FState
;
141 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
142 property MonsterPain
: Integer read FPain write FPain
;
143 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
145 property Obj
: TObj read FObj
;
146 property UID
: Word read FUID write FUID
;
147 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
149 property GameX
: Integer read FObj
.X write FObj
.X
;
150 property GameY
: Integer read FObj
.Y write FObj
.Y
;
151 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
152 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
153 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
154 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
155 property GameDirection
: TDirection read FDirection write FDirection
;
157 property StartID
: Integer read FStartID
;
160 procedure g_Monsters_LoadData();
161 procedure g_Monsters_FreeData();
162 procedure g_Monsters_Init();
163 procedure g_Monsters_Free();
164 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
165 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
166 procedure g_Monsters_Update();
167 procedure g_Monsters_Draw();
168 procedure g_Monsters_DrawHealth();
169 function g_Monsters_Get(UID
: Word): TMonster
;
170 procedure g_Monsters_killedp();
171 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
172 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
173 function g_Monsters_GetIDByName(name
: String): Integer;
174 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
175 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
179 TEachMonsterCB
= function (monidx
: Integer; mon
: TMonster
): Boolean is nested
; // return `true` to stop
181 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
183 // throws on invalid uid
184 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
187 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
189 function g_Mons_AnyAt (x
, y
: Integer; width
, height
: Integer): Boolean;
195 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
196 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
197 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
198 g_language
, g_netmsg
;
222 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
224 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
225 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
229 end = ((name
: 'SLEEP'; loop
: True),
230 (name
: 'GO'; loop
: True),
231 (name
: 'DIE'; loop
: False),
232 (name
: 'MESS'; loop
: False),
233 (name
: 'ATTACK'; loop
: False),
234 (name
: 'ATTACK2'; loop
: False),
235 (name
: 'PAIN'; loop
: False));
237 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
238 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
248 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
249 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
251 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
252 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
254 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
255 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
257 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
258 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
260 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
261 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
263 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
264 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
266 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
267 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
269 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
270 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
272 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
273 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
275 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
276 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
278 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
279 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
281 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
282 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
284 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
285 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
287 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
288 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
290 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
291 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
293 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
294 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
296 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
297 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
299 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
300 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
302 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
303 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
305 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
306 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
308 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
309 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
312 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
313 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
314 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
315 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
316 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
317 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
318 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));
319 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))),
321 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
322 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));
323 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))),
325 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
326 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));
327 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))),
329 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
330 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));
331 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))),
333 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
334 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));
335 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))),
337 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
338 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));
339 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))),
341 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
342 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));
343 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))),
345 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
346 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));
347 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))),
349 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
350 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));
351 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))),
353 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
354 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));
355 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))),
357 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
358 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));
359 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))),
361 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
362 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));
363 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))),
365 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
366 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));
367 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))),
369 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
370 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));
371 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))),
373 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
374 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));
375 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))),
377 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
378 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));
379 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))),
381 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
382 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));
383 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 ))),
385 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
386 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));
387 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))),
389 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
390 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));
391 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))),
393 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
394 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));
395 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))) );
397 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
398 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
401 gMonsters
: array of TMonster
;
408 soulcount
: Integer = 0;
410 function FindMonster(): DWORD
;
414 if gMonsters
<> nil then
415 for i
:= 0 to High(gMonsters
) do
416 if gMonsters
[i
] = nil then
422 if gMonsters
= nil then
424 SetLength(gMonsters
, 32);
429 Result
:= High(gMonsters
) + 1;
430 SetLength(gMonsters
, Length(gMonsters
) + 32);
434 function IsFriend(a
, b
: Byte): Boolean;
438 // Áî÷êà - âñåì äðóã:
439 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
442 // Ìîíñòðû îäíîãî âèäà:
445 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
446 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
447 Exit
; // Ýòè íå áüþò ñâîèõ
450 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
451 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
453 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
454 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
457 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
461 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
464 UIDType
, MonsterType
: Byte;
469 UIDType
:= g_GetUIDType(SpawnerUID
);
470 if UIDType
= UID_MONSTER
then
472 m
:= g_Monsters_Get(SpawnerUID
);
473 if m
= nil then Exit
;
474 MonsterType
:= m
.FMonsterType
;
478 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
479 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
481 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
482 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
483 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
485 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
486 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
490 function canShoot(m
: Byte): Boolean;
495 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
502 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
508 // Åñëè íóæíà âåðîÿòíîñòü:
509 if not immediately
then
510 if Random(8) <> 0 then
513 if gMonsters
= nil then
516 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
517 for a
:= 0 to High(gMonsters
) do
518 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
519 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
520 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
521 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
522 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
523 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
531 procedure g_Monsters_LoadData();
533 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
535 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
542 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
549 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
556 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
563 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
570 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
577 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
584 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
591 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
598 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
605 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
612 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
619 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
626 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
633 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
640 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
647 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
654 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
661 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
668 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
675 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
688 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
690 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
692 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
693 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
694 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
696 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
697 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
698 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
699 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
700 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
701 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
702 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
704 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
706 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
708 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
709 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
710 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
711 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
712 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
713 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
715 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
716 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
717 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
718 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
719 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
724 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
725 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
727 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
729 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
730 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
731 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
732 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
735 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
736 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
737 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
739 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
742 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
743 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
744 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
746 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
747 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
748 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
750 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
751 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
753 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
754 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
756 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
757 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
758 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
760 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
761 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
763 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
764 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
765 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
767 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
770 procedure g_Monsters_FreeData();
772 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
774 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
775 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
776 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
777 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
778 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
779 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
780 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
781 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
782 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
783 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
784 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
785 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
790 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
791 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
792 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
793 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
794 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
795 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
796 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
797 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
803 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
804 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
805 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
806 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
807 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
808 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
809 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
810 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
812 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
813 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
814 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
815 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
816 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
817 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
820 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
821 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
822 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
823 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
824 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
825 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
826 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
827 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
828 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
840 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
841 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
842 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
843 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
844 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
845 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
846 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
847 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
848 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
849 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
850 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
851 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
852 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
854 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
856 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
857 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
859 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
860 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
862 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
864 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
865 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
866 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
867 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
868 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
869 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
870 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
872 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
873 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
874 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
875 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
876 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
877 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
878 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
879 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
880 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
882 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
883 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
884 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
885 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
886 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
887 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
888 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
889 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
890 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
891 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
892 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
893 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
894 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
895 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
896 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
897 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
898 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
899 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
900 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
901 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
902 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
903 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
904 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
906 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
908 g_Sound_Delete('SOUND_MONSTER_PAIN');
909 g_Sound_Delete('SOUND_MONSTER_PAIN2');
910 g_Sound_Delete('SOUND_MONSTER_ACTION');
911 g_Sound_Delete('SOUND_MONSTER_ACTION2');
912 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
913 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
914 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
915 g_Sound_Delete('SOUND_MONSTER_DIE_1');
916 g_Sound_Delete('SOUND_MONSTER_DIE_2');
917 g_Sound_Delete('SOUND_MONSTER_DIE_3');
918 g_Sound_Delete('SOUND_MONSTER_SLOP');
920 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
921 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
922 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
924 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
925 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
926 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
927 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
928 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
929 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
931 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
932 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
933 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
934 g_Sound_Delete('SOUND_MONSTER_HAHA');
935 g_Sound_Delete('SOUND_MONSTER_TRUP');
937 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
938 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
940 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
941 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
942 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
943 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
945 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
946 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
947 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
948 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
949 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
951 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
952 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
953 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
955 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
957 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
958 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
959 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
960 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
962 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
963 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
964 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
966 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
967 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
969 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
970 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
972 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
973 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
974 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
976 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
977 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
979 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
980 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
981 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
983 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
986 procedure g_Monsters_Init();
991 procedure g_Monsters_Free();
995 if gMonsters
<> nil then
996 for a
:= 0 to High(gMonsters
) do
1002 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1003 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1009 // Íåò òàêîãî ìîíñòðà
1010 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1012 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1013 if MonsterType
= MONSTER_SOUL
then
1015 if soulcount
> MAX_SOUL
then exit
;
1016 soulcount
:= soulcount
+ 1;
1019 find_id
:= FindMonster();
1021 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1023 // Íàñòðàèâàåì ïîëîæåíèå
1024 with gMonsters
[find_id
] do
1028 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1029 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1033 FObj
.X
:= X
-FObj
.Rect
.X
;
1034 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1037 FDirection
:= Direction
;
1038 FStartDirection
:= Direction
;
1043 result
:= {find_id}gMonsters
[find_id
];
1046 procedure g_Monsters_killedp();
1050 if gMonsters
= nil then
1053 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1054 h
:= High(gMonsters
);
1056 if (gMonsters
[a
] <> nil) then
1057 with gMonsters
[a
] do
1058 if (FMonsterType
= MONSTER_MAN
) and
1059 (FState
<> STATE_DEAD
) and
1060 (FState
<> STATE_SLEEP
) and
1061 (FState
<> STATE_DIE
) then
1063 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1068 procedure g_Monsters_Update();
1073 if gTime
mod (GAME_TICK
*2) = 0 then
1077 if Abs(pt_x
) > 246 then
1079 if Abs(pt_y
) > 100 then
1083 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1085 if gMonsters
<> nil then
1086 for a
:= 0 to High(gMonsters
) do
1087 if (gMonsters
[a
] <> nil) then
1088 if not gMonsters
[a
].FRemoved
then
1090 if g_Game_IsClient
then
1091 gMonsters
[a
].ClientUpdate()
1093 gMonsters
[a
].Update();
1097 gMonsters
[a
].Free();
1098 gMonsters
[a
] := nil;
1104 procedure g_Monsters_Draw();
1108 if gMonsters
<> nil then
1109 for a
:= 0 to High(gMonsters
) do
1110 if gMonsters
[a
] <> nil then
1111 gMonsters
[a
].Draw();
1114 procedure g_Monsters_DrawHealth();
1119 if gMonsters
= nil then Exit
;
1120 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1122 for a
:= 0 to High(gMonsters
) do
1123 if gMonsters
[a
] <> nil then
1125 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1126 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1127 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1131 function g_Monsters_Get(UID
: Word): TMonster
;
1137 if gMonsters
<> nil then
1138 for a
:= 0 to High(gMonsters
) do
1139 if (gMonsters
[a
] <> nil) and
1140 (gMonsters
[a
].FUID
= UID
) then
1142 Result
:= gMonsters
[a
];
1147 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1152 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1154 if gMonsters
<> nil then
1155 for i
:= 0 to High(gMonsters
) do
1156 if gMonsters
[i
] <> nil then
1157 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1160 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1162 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1164 Mem
.WriteInt(pt_xs
);
1166 Mem
.WriteInt(pt_ys
);
1168 // Êîëè÷åñòâî ìîíñòðîâ:
1169 Mem
.WriteInt(count
);
1174 // Ñîõðàíÿåì ìîíñòðîâ:
1175 for i
:= 0 to High(gMonsters
) do
1176 if gMonsters
[i
] <> nil then
1177 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1180 b
:= gMonsters
[i
].MonsterType
;
1182 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1183 gMonsters
[i
].SaveState(Mem
);
1187 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1193 if Mem
= nil then exit
;
1197 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1203 // Êîëè÷åñòâî ìîíñòðîâ
1206 if count
= 0 then exit
;
1208 // Çàãðóæàåì ìîíñòðîâ
1209 for a
:= 0 to count
-1 do
1214 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1215 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1216 // Çàãðóæàåì äàííûå ìîíñòðà
1221 function g_Monsters_GetIDByName(name
: String): Integer;
1225 name
:= UpperCase(name
);
1227 while (i
<= MONSTER_MAN
) do
1229 if name
= MONSTERTABLE
[i
].Name
then
1240 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1242 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1243 Result
:= MONSTERTABLE
[MonsterType
].Name
1248 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1250 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1251 Result
:= KilledByMonster
[MonsterType
]
1256 { T M o n s t e r : }
1258 procedure TMonster
.ActionSound();
1260 case FMonsterType
of
1262 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1263 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1265 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1266 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1267 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1269 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1271 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1273 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1275 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1279 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1283 procedure TMonster
.PainSound();
1291 case FMonsterType
of
1292 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1293 MONSTER_SKEL
, MONSTER_CGUN
:
1294 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1295 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1296 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1297 MONSTER_BSP
, MONSTER_CYBER
:
1298 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1300 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1302 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1304 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1306 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1310 procedure TMonster
.DieSound();
1312 case FMonsterType
of
1315 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1316 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1318 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1320 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1321 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1322 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1325 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1327 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1329 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1331 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1333 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1335 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1337 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1339 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1341 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1343 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1345 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1347 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1349 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1351 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1355 procedure TMonster
.WakeUpSound();
1357 case FMonsterType
of
1360 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1361 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1363 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1365 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1366 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1367 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1370 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1372 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1374 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1376 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1378 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1380 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1382 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1384 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1386 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1388 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1390 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1392 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1398 procedure TMonster
.BFGHit();
1400 if FMonsterType
= MONSTER_FISH
then
1403 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1404 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1405 {if g_Game_IsServer and g_Game_IsNet then
1406 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1407 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1411 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1413 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1421 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1423 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1428 Panel
.Width
, Panel
.Height
);
1431 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1433 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1434 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1435 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1436 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1439 procedure TMonster
.Respawn
;
1445 FDirection
:= FStartDirection
;
1448 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1449 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1454 FDieTriggers
:= nil;
1455 FWaitAttackAnim
:= False;
1456 FChainFire
:= False;
1459 FState
:= STATE_SLEEP
;
1460 FCurAnim
:= ANIM_SLEEP
;
1462 positionChanged(); // this updates spatial accelerators
1464 if g_Game_IsNet
and g_Game_IsServer
then
1466 MH_SEND_MonsterPos(FUID
);
1467 MH_SEND_MonsterState(FUID
);
1471 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1478 if ForcedUID
< 0 then
1479 FUID
:= g_CreateUID(UID_MONSTER
)
1483 FMonsterType
:= MonsterType
;
1487 FState
:= STATE_SLEEP
;
1488 FCurAnim
:= ANIM_SLEEP
;
1489 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1490 FMaxHealth
:= FHealth
;
1491 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1492 FDieTriggers
:= nil;
1493 FSpawnTrigger
:= -1;
1494 FWaitAttackAnim
:= False;
1495 FChainFire
:= False;
1497 FNoRespawn
:= False;
1499 FBehaviour
:= BH_NORMAL
;
1504 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1505 FBloodKind
:= BLOOD_SPARKS
1507 FBloodKind
:= BLOOD_NORMAL
;
1508 if FMonsterType
= MONSTER_CACO
then
1514 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1527 SetLength(FAnim
, Length(ANIMTABLE
));
1529 for a
:= 0 to High(FAnim
) do
1531 FAnim
[a
, D_LEFT
] := nil;
1532 FAnim
[a
, D_RIGHT
] := nil;
1535 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1536 if (ANIMTABLE
[a
].name
<> '') and
1537 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1539 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1540 '_'+ANIMTABLE
[a
].name
;
1542 res
:= g_Frames_Exists(s
);
1545 res
:= g_Frames_Get(FramesID
, s
);
1547 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1550 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1551 if a
<> ANIM_MESS
then
1554 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1555 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1557 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1558 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1559 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1560 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1565 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1566 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1568 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1569 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1571 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1572 '_'+ANIMTABLE
[a
].name
+'_L';
1573 if g_Frames_Exists(s
) then
1574 g_Frames_Get(FramesID
, s
);
1577 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1578 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1581 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1582 if MonsterType
= MONSTER_VILE
then
1584 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1585 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1591 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1598 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1599 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1602 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1603 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1606 if Random(2) = 0 then
1607 FDirection
:= D_RIGHT
1609 FDirection
:= D_LEFT
;
1611 SetState(STATE_RUN
);
1615 // Ëîâóøêà óáèâàåò ñðàçó:
1616 if t
= HIT_TRAP
then
1619 // Ðîáîòó óðîíà íåò:
1620 if FMonsterType
= MONSTER_ROBO
then
1624 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1626 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1629 FPain
:= FPain
+aDamage
;
1631 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1632 if FState
<> STATE_PAIN
then
1633 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1634 (FMonsterType
<> MONSTER_BARREL
) then
1635 SetState(STATE_PAIN
);
1637 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1638 if (gBloodCount
> 0) then
1640 c
:= Min(aDamage
, 200);
1641 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1643 if (VelX
= 0) and (VelY
= 0) then
1647 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1648 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1652 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1653 if (SpawnerUID
<> FUID
) and
1654 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1656 FTargetUID
:= SpawnerUID
;
1660 // Çäîðîâüå çàêîí÷èëîñü:
1661 if FHealth
<= 0 then
1663 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1664 if (FMonsterType
<> MONSTER_BARREL
) then
1666 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1668 p
:= g_Player_Get(SpawnerUID
);
1669 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1671 p
.MonsterKills
:= p
.MonsterKills
+1;
1672 if gGameSettings
.GameMode
= GM_COOP
then
1673 p
.Frags
:= p
.Frags
+ 1;
1674 // Uncomment this if you want to double-kill monsters
1678 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1680 Inc(gCoopMonstersKilled
);
1681 if g_Game_IsNet
then
1687 case FMonsterType
of
1688 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1689 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1690 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1691 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1698 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1699 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1701 g_Obj_Push(g_ItemObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1702 (FObj
.Vel
.Y
div 2)-Random(4));
1703 positionChanged(); // this updates spatial accelerators
1704 if g_Game_IsServer
and g_Game_IsNet
then
1705 MH_SEND_ItemSpawn(True, it
);
1708 // Òðóï äàëüøå íå èäåò:
1711 // Ó òðóïà ðàçìåðû ìåíüøå:
1712 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1714 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1715 FObj
.Rect
.Height
:= 12;
1718 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1719 if (FHealth
<= -30) and
1720 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1721 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1722 (FMonsterType
= MONSTER_MAN
)) then
1724 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1725 SetState(STATE_DIE
, ANIM_MESS
);
1730 SetState(STATE_DIE
);
1733 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1734 if g_Game_IsServer
then ActivateTriggers();
1739 if FState
= STATE_SLEEP
then
1740 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1741 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1745 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1749 function TMonster
.Heal(Value
: Word): Boolean;
1752 if g_Game_IsClient
then
1757 if FHealth
< FMaxHealth
then
1759 IncMax(FHealth
, Value
, FMaxHealth
);
1760 if g_Game_IsServer
and g_Game_IsNet
then
1761 MH_SEND_MonsterState(FUID
);
1766 destructor TMonster
.Destroy();
1770 for a
:= 0 to High(FAnim
) do
1772 FAnim
[a
, D_LEFT
].Free();
1773 FAnim
[a
, D_RIGHT
].Free();
1778 inherited Destroy();
1781 procedure TMonster
.Draw();
1787 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1788 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1790 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1791 if FMonsterType
= MONSTER_VILE
then
1792 if FState
= STATE_SHOOT
then
1793 if GetPos(FTargetUID
, @o
) then
1794 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1795 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1797 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1798 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1799 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1802 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1803 if FState
= STATE_DEAD
then
1804 case FMonsterType
of
1805 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1808 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1809 if FAnim
[FCurAnim
, FDirection
] <> nil then
1811 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1812 if (FDirection
= D_LEFT
) and
1813 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1814 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1815 (FMonsterType
<> MONSTER_BARREL
) then
1820 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1821 if (FDirection
= D_LEFT
) and
1822 (FMonsterType
<> MONSTER_BARREL
) then
1824 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1825 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1827 if m
= M_HORIZONTAL
then
1828 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1829 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1830 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1831 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1832 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1833 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1835 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1838 else // Ïðàâàÿ àíèìàöèÿ
1840 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1841 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1845 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1848 if g_debug_Frames
then
1850 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1852 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1853 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1858 procedure TMonster
.MakeBloodSimple(Count
: Word);
1860 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1861 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1862 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1863 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1864 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1865 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1866 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1867 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1870 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1872 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1873 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1874 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1875 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1878 procedure TMonster
.Push(vx
, vy
: Integer);
1880 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1881 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1882 if g_Game_IsServer
and g_Game_IsNet
then
1883 MH_SEND_MonsterPos(FUID
);
1886 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1890 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1891 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1892 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1893 soulcount
:= soulcount
-1;
1895 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1897 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1898 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1899 (State
<> STATE_GO
) then
1906 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1908 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1910 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1911 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1912 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1913 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1914 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1915 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1916 STATE_DIE
: Anim
:= ANIM_DIE
;
1918 begin // íà÷àëè âîñðåøàòüñÿ
1920 FAnim
[Anim
, FDirection
].Revert(True);
1922 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1923 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1930 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1931 if ForceAnim
<> 255 then
1934 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1935 if FCurAnim
<> Anim
then
1936 if FAnim
[Anim
, FDirection
] <> nil then
1938 FAnim
[Anim
, FDirection
].Reset();
1943 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1950 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1951 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1953 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1954 if g_Game_IsServer
and g_Game_IsNet
then
1955 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1961 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1964 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1965 TA
:= TAnimation
.Create(FramesID
, False, 6);
1966 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1967 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1968 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1970 if g_Game_IsServer
and g_Game_IsNet
then
1971 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1972 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1976 FObj
.X
:= X
- FObj
.Rect
.X
;
1977 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1980 FDirection
:= D_LEFT
1983 FDirection
:= D_RIGHT
1987 if FDirection
= D_RIGHT
then
1988 FDirection
:= D_LEFT
1990 FDirection
:= D_RIGHT
;
1993 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1994 if not silent
and (TA
<> nil) then
1996 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1997 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2000 if g_Game_IsServer
and g_Game_IsNet
then
2001 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2002 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2006 if g_Game_IsServer
and g_Game_IsNet
then
2007 MH_SEND_MonsterPos(FUID
);
2011 procedure TMonster
.Update();
2013 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2023 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2024 if FMonsterType
= MONSTER_FISH
then
2025 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2026 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2029 // Ëåòàþùèå ìîíòñðû:
2030 if ((FMonsterType
= MONSTER_SOUL
) or
2031 (FMonsterType
= MONSTER_PAIN
) or
2032 (FMonsterType
= MONSTER_CACO
)) and
2033 (FState
<> STATE_DIE
) and
2034 (FState
<> STATE_DEAD
) then
2037 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2038 if gTime
mod (GAME_TICK
*2) <> 0 then
2040 g_Obj_Move(@FObj
, fall
, True, True);
2041 positionChanged(); // this updates spatial accelerators
2045 if FPainTicks
> 0 then
2048 FPainSound
:= False;
2051 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2052 positionChanged(); // this updates spatial accelerators
2054 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2055 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2056 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2059 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2061 Inc(gCoopMonstersKilled
);
2062 if g_Game_IsNet
then
2069 oldvelx
:= FObj
.Vel
.X
;
2071 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2072 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2073 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2075 if FFireTime
> 0 then
2077 if WordBool(st
and MOVE_INWATER
) then
2082 FFireTime
:= FFireTime
- 1;
2083 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2084 if FFirePainTime
= 0 then
2086 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2087 FFirePainTime
:= 18;
2090 FFirePainTime
:= FFirePainTime
- 1;
2094 // Ìåðòâûé íè÷åãî íå äåëàåò:
2095 if (FState
= STATE_DEAD
) then
2098 // AI ìîíñòðîâ âûêëþ÷åí:
2099 if g_debug_MonsterOff
then
2102 if FState
<> STATE_SLEEP
then
2103 SetState(STATE_SLEEP
);
2106 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2107 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2108 case FMonsterType
of
2110 if Random(4) = 0 then
2111 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2112 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2113 MONSTER_ROBO
, MONSTER_BARREL
:
2114 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2115 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2117 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2118 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2119 if Random(2) = 0 then
2120 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2122 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2126 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2127 if FMonsterType
= MONSTER_BARREL
then
2129 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2130 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2131 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2132 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2136 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2137 if FMonsterType
= MONSTER_SOUL
then
2138 if WordBool(st
and MOVE_HITAIR
) then
2139 g_Obj_SetSpeed(@FObj
, 16);
2144 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2145 if FObj
.Vel
.Y
< 0 then
2146 if WordBool(st
and MOVE_INWATER
) then
2149 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2150 FTargetTime
:= FTargetTime
+ 1;
2153 if FShellTimer
> -1 then
2154 if FShellTimer
= 0 then
2156 if FShellType
= SHELL_SHELL
then
2157 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2158 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2159 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2160 else if FShellType
= SHELL_DBLSHELL
then
2162 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2163 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2164 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2165 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2166 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2167 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2170 end else Dec(FShellTimer
);
2172 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2174 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2175 STATE_ATTACK
, STATE_SHOOT
]) then
2176 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2177 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2178 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2179 (FObj
.Accel
.Y
= 0) then
2180 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2183 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2185 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2186 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2188 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2189 if gSoundEffectsDF
then PainSound();
2191 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2194 // Ñíèæàåì áîëü ñî âðåìåíåì:
2197 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2198 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2206 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2209 FSleep
:= FSleep
+ 1;
2211 // Ïðîñïàëè äîñòàòî÷íî:
2212 if FSleep
>= 18 then
2217 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2218 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2219 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2220 if (gPlayers
<> nil) then
2221 for a
:= 0 to High(gPlayers
) do
2222 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2223 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2225 if g_Look(@FObj
, @Obj
, FDirection
) then
2227 FTargetUID
:= gPlayers
[a
].UID
;
2234 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2235 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2236 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2237 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2238 if gMonsters
<> nil then
2239 for a
:= 0 to High(gMonsters
) do
2240 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2241 (gMonsters
[a
].FUID
<> FUID
) then
2243 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2244 if (FBehaviour
= BH_MANIAC
) and
2245 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2247 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2248 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2249 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2251 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2252 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2254 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2256 FTargetUID
:= gMonsters
[a
].UID
;
2265 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2268 FSleep
:= FSleep
- 1;
2270 // Âûæäàëè äîñòàòî÷íî - èäåì:
2275 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2277 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2278 if WordBool(st
and MOVE_BLOCK
) then
2282 SetState(STATE_RUNOUT
);
2287 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2288 if (FMonsterType
= MONSTER_VILE
) then
2289 if isCorpse(@FObj
, False) <> -1 then
2292 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2297 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2298 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2299 if not findNewPrey() then
2300 begin // Íîâûõ öåëåé íåò
2308 o
.Rect
:= _Rect(0, 0, 0, 1);
2310 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2311 GetPos(FTargetUID
, @o
);
2313 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2314 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2317 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2324 // Ðàññòîÿíèå äî öåëè:
2325 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2326 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2328 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2330 FDirection
:= D_RIGHT
2332 FDirection
:= D_LEFT
;
2334 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2335 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2336 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2337 if shoot(@o
, False) then
2340 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2341 if Abs(sx
) < 40 then
2342 if FMonsterType
<> MONSTER_FISH
then
2345 SetState(STATE_RUN
);
2346 if Random(2) = 0 then
2347 FDirection
:= D_LEFT
2349 FDirection
:= D_RIGHT
;
2354 // Óïåðëèñü â ñòåíó:
2355 if WordBool(st
and MOVE_HITWALL
) then
2357 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2358 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2359 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2361 SetState(STATE_WAIT
);
2366 case FMonsterType
of
2367 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2369 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2370 (FObj
.Accel
.Y
= 0) then
2371 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2372 // Ïðûæîê ÷åðåç ñòåíó:
2373 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2374 SetState(STATE_CLIMB
);
2381 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2382 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2383 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2385 if FMonsterType
= MONSTER_FISH
then
2387 if not WordBool(st
and MOVE_INWATER
) then
2388 begin // Ðûáà âíå âîäû:
2389 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2390 begin // "Ñòîèò" òâåðäî
2391 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2392 if FObj
.Accel
.Y
= 0 then
2394 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2398 SetState(STATE_PAIN
);
2399 FPain
:= FPain
+ 50;
2403 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2405 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2409 // Ðûáà ïëûâåò ââåðõ:
2410 if FObj
.Vel
.Y
< 0 then
2411 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2413 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2415 // Ïëàâàåì òóäà-ñþäà:
2416 if Random(2) = 0 then
2417 FDirection
:= D_LEFT
2419 FDirection
:= D_RIGHT
;
2421 SetState(STATE_RUN
);
2425 else // Ëåòàþùèå ìîíñòðû
2427 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2429 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2434 else // "Íàçåìíûå" ìîíñòðû
2436 // Âîçìîæíî, ïèíàåì êóñêè:
2437 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2439 b
:= Abs(FObj
.Vel
.X
);
2440 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2441 for a
:= 0 to High(gGibs
) do
2443 if gGibs
[a
].Live
and
2444 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2445 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2448 if FObj
.Vel
.X
< 0 then
2450 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2454 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2456 positionChanged(); // this updates spatial accelerators
2460 // Áîññû ìîãóò ïèíàòü òðóïû:
2461 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2462 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2464 b
:= Abs(FObj
.Vel
.X
);
2465 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2466 for a
:= 0 to High(gCorpses
) do
2467 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2469 co
:= gCorpses
[a
].Obj
;
2470 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2471 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2473 if FObj
.Vel
.X
< 0 then
2474 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2476 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2479 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2481 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2483 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2484 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2487 FSleep
:= FSleep
+ 1;
2493 if Random(8) = 0 then
2497 // Áåæèì â âûáðàííóþ ñòîðîíó:
2498 if FDirection
= D_RIGHT
then
2499 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2501 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2503 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2504 if WordBool(st
and MOVE_INWATER
) then
2505 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2506 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2507 if FMonsterType
= MONSTER_FISH
then
2511 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2513 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2514 if WordBool(st
and MOVE_BLOCK
) then
2518 SetState(STATE_RUNOUT
);
2523 FSleep
:= FSleep
- 1;
2525 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2526 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2530 // Ñòåíà - èäåì îáðàòíî:
2531 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2534 if Random(8) = 0 then
2538 // Áåæèì â âûáðàííóþ ñòîðîíó:
2539 if FDirection
= D_RIGHT
then
2540 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2542 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2544 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2545 if WordBool(st
and MOVE_INWATER
) then
2546 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2547 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2548 if FMonsterType
= MONSTER_FISH
then
2552 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2554 // Âûøëè èç ÁëîêÌîíà:
2555 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2558 FSleep
:= FSleep
- 1;
2560 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2561 if FSleep
<= -18 then
2565 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2566 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2569 if Random(8) = 0 then
2573 // Áåæèì â âûáðàííóþ ñòîðîíó:
2574 if FDirection
= D_RIGHT
then
2575 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2577 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2579 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2580 if WordBool(st
and MOVE_INWATER
) then
2581 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2582 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2583 if FMonsterType
= MONSTER_FISH
then
2587 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2589 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2590 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2591 (not WordBool(st
and MOVE_HITWALL
)) then
2596 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2597 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2601 SetState(STATE_RUN
);
2605 // Áåæèì â âûáðàííóþ ñòîðîíó:
2606 if FDirection
= D_RIGHT
then
2607 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2609 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2611 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2612 if WordBool(st
and MOVE_INWATER
) then
2613 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2614 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2615 if FMonsterType
= MONSTER_FISH
then
2619 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2620 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2622 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2623 if FMonsterType
= MONSTER_SOUL
then
2625 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2631 // Çàìåäëÿåìñÿ ïðè àòàêå:
2632 if FMonsterType
<> MONSTER_FISH
then
2633 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2635 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2636 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2638 // Öåëü ïîãèáëà => èäåì äàëüøå:
2639 if not GetPos(FTargetUID
, @o
) then
2646 // Öåëü íå âèäíî => èäåì äàëüøå:
2647 if not g_Look(@FObj
, @o
, FDirection
) then
2654 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2655 if g_Obj_CollideWater(@o
, 0, 0) then
2663 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2664 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2665 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2668 end; // case FState of ...
2672 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2673 if FState
= STATE_REVIVE
then
2674 if FAnim
[FCurAnim
, FDirection
].Played
then
2675 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2676 FAnim
[FCurAnim
, FDirection
].Revert(False);
2680 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2681 if vilefire
<> nil then
2684 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2685 if (FState
= STATE_DIE
) and
2686 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2687 (FAnim
[FCurAnim
, FDirection
].Played
) then
2690 SetState(STATE_DEAD
);
2692 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2693 if (FMonsterType
= MONSTER_PAIN
) then
2695 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2696 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2699 mon
.SetState(STATE_GO
);
2700 mon
.FNoRespawn
:= True;
2701 Inc(gTotalMonsters
);
2702 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2705 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2706 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2709 mon
.SetState(STATE_GO
);
2710 mon
.FNoRespawn
:= True;
2711 Inc(gTotalMonsters
);
2712 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2715 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2716 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2719 mon
.SetState(STATE_GO
);
2720 mon
.FNoRespawn
:= True;
2721 Inc(gTotalMonsters
);
2722 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2724 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2727 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2728 if (FMonsterType
= MONSTER_PAIN
) or
2729 (FMonsterType
= MONSTER_SOUL
) or
2730 (FMonsterType
= MONSTER_BARREL
) then
2734 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2735 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2736 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2737 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2738 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2739 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2740 if FState
= STATE_ATTACK
then
2741 begin // Ñîñòîÿíèå - Àòàêà
2742 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2743 if FMonsterType
<> MONSTER_SOUL
then
2746 else // Ñîñòîÿíèå - Ñòðåëüáà
2748 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2749 if not FChainFire
then
2752 begin // Íàäî ñòðåëÿòü åùå
2753 FChainFire
:= False;
2754 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2755 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2756 FAnim
[FCurAnim
, FDirection
].Reset();
2760 FWaitAttackAnim
:= False;
2763 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2764 if (FMonsterType
= MONSTER_SOUL
) or
2765 ( (not FWaitAttackAnim
) and
2766 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2767 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2769 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2770 if FState
= STATE_ATTACK
then
2771 begin // Ñîñòîÿíèå - Àòàêà
2772 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2773 if FMonsterType
= MONSTER_SOUL
then
2774 FAnim
[FCurAnim
, FDirection
].Reset();
2776 case FMonsterType
of
2777 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2778 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2779 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2780 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2781 if FMonsterType
= MONSTER_SOUL
then
2785 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2786 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2787 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2789 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2790 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2791 if FCurAnim
= ANIM_ATTACK2
then
2794 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2795 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2796 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2800 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2801 if FCurAnim
= ANIM_ATTACK2
then
2803 sx
:= isCorpse(@FObj
, True);
2805 begin // Íàøëè, êîãî âîñêðåñèòü
2806 gMonsters
[sx
].SetState(STATE_REVIVE
);
2807 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2808 // Âîñêðåøàòü - ñåáå âðåäèòü:
2809 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2815 else // Ñîñòîÿíèå - Ñòðåëüáà
2817 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2818 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2820 if FDirection
= D_LEFT
then
2822 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2823 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2824 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2827 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2829 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2830 case FMonsterType
of
2832 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2835 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2836 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2837 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2841 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2842 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2844 FShellType
:= SHELL_SHELL
;
2848 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2850 FShellType
:= SHELL_DBLSHELL
;
2855 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2856 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2859 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2862 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2863 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2864 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2868 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2869 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2870 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2873 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2875 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2877 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2878 MONSTER_BARON
, MONSTER_KNIGHT
:
2879 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2881 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2883 begin // Ñîçäàåì Lost_Soul:
2884 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2885 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2888 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2889 mon
.FTargetUID
:= FTargetUID
;
2890 GetPos(FTargetUID
, @o
);
2891 mon
.FTargetTime
:= 0;
2892 mon
.FNoRespawn
:= True;
2893 mon
.SetState(STATE_GO
);
2894 mon
.shoot(@o
, True);
2895 Inc(gTotalMonsters
);
2897 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2902 if FMonsterType
<> MONSTER_PAIN
then
2903 if g_Game_IsNet
then
2904 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2906 // Ñêîðîñòðåëüíûå ìîíñòðû:
2907 if (FMonsterType
= MONSTER_CGUN
) or
2908 (FMonsterType
= MONSTER_SPIDER
) or
2909 (FMonsterType
= MONSTER_BSP
) or
2910 (FMonsterType
= MONSTER_MANCUB
) or
2911 (FMonsterType
= MONSTER_ROBO
) then
2912 if not GetPos(FTargetUID
, @o
) then
2913 // Öåëü ìåðòâà - èùåì íîâóþ:
2915 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2916 if shoot(@o
, False) then
2920 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2921 FWaitAttackAnim
:= True;
2924 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2925 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2927 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2928 // Çâóêè ïðè ïåðåäâèæåíèè:
2929 case FMonsterType
of
2931 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2932 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2933 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2935 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2936 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2937 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2939 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2940 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2941 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2943 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2944 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2945 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2949 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2950 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2951 FObj
.Vel
.X
:= oldvelx
;
2953 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2954 if FAnim
[FCurAnim
, FDirection
] <> nil then
2955 FAnim
[FCurAnim
, FDirection
].Update();
2958 procedure TMonster
.SetDeadAnim
;
2960 if FAnim
<> nil then
2961 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2964 procedure TMonster
.RevertAnim(R
: Boolean = True);
2966 if FAnim
<> nil then
2967 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2968 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2971 function TMonster
.AnimIsReverse
: Boolean;
2973 if FAnim
<> nil then
2974 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2979 procedure TMonster
.ClientUpdate();
2981 a
, b
, sx
, sy
, oldvelx
: Integer;
2988 sx
:= 0; // SHUT UP COMPILER
2991 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2992 if FMonsterType
= MONSTER_FISH
then
2993 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2994 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2997 // Ëåòàþùèå ìîíòñðû:
2998 if ((FMonsterType
= MONSTER_SOUL
) or
2999 (FMonsterType
= MONSTER_PAIN
) or
3000 (FMonsterType
= MONSTER_CACO
)) and
3001 (FState
<> STATE_DIE
) and
3002 (FState
<> STATE_DEAD
) then
3005 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3006 if gTime
mod (GAME_TICK
*2) <> 0 then
3008 g_Obj_Move(@FObj
, fall
, True, True);
3009 positionChanged(); // this updates spatial accelerators
3013 if FPainTicks
> 0 then
3016 FPainSound
:= False;
3019 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3020 positionChanged(); // this updates spatial accelerators
3022 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3023 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3024 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3030 oldvelx
:= FObj
.Vel
.X
;
3032 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3033 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3034 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3036 if FFireTime
> 0 then
3038 if WordBool(st
and MOVE_INWATER
) then
3043 FFireTime
:= FFireTime
- 1;
3047 // Ìåðòâûé íè÷åãî íå äåëàåò:
3048 if (FState
= STATE_DEAD
) then
3051 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3052 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3053 case FMonsterType
of
3055 if Random(4) = 0 then
3056 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3057 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3058 MONSTER_ROBO
, MONSTER_BARREL
:
3059 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3060 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3062 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3063 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3064 if Random(2) = 0 then
3065 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3067 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3071 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3072 if FMonsterType
= MONSTER_BARREL
then
3074 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3075 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3076 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3077 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3081 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3082 if FMonsterType
= MONSTER_SOUL
then
3083 if WordBool(st
and MOVE_HITAIR
) then
3084 g_Obj_SetSpeed(@FObj
, 16);
3089 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3090 if FObj
.Vel
.Y
< 0 then
3091 if WordBool(st
and MOVE_INWATER
) then
3094 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3095 FTargetTime
:= FTargetTime
+ 1;
3097 if FShellTimer
> -1 then
3098 if FShellTimer
= 0 then
3100 if FShellType
= SHELL_SHELL
then
3101 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3102 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3103 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3104 else if FShellType
= SHELL_DBLSHELL
then
3106 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3107 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3108 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3109 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3110 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3111 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3114 end else Dec(FShellTimer
);
3116 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3118 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3119 STATE_ATTACK
, STATE_SHOOT
]) then
3120 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3121 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3122 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3123 (FObj
.Accel
.Y
= 0) then
3124 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3127 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3129 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3130 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3132 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3133 if gSoundEffectsDF
then PainSound();
3135 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3138 // Ñíèæàåì áîëü ñî âðåìåíåì:
3141 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3142 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3149 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3152 FSleep
:= FSleep
+ 1;
3154 // Ïðîñïàëè äîñòàòî÷íî:
3155 if FSleep
>= 18 then
3161 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3164 FSleep
:= FSleep
- 1;
3167 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3169 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3170 if WordBool(st
and MOVE_BLOCK
) then
3174 SetState(STATE_RUNOUT
);
3179 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3180 if (FMonsterType
= MONSTER_VILE
) then
3181 if isCorpse(@FObj
, False) <> -1 then
3183 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3189 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3190 if Abs(sx
) < 40 then
3191 if FMonsterType
<> MONSTER_FISH
then
3193 SetState(STATE_RUN
);
3199 // Óïåðëèñü â ñòåíó:
3200 if WordBool(st
and MOVE_HITWALL
) then
3202 case FMonsterType
of
3203 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3205 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3206 (FObj
.Accel
.Y
= 0) then
3207 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3208 // Ïðûæîê ÷åðåç ñòåíó:
3209 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3210 SetState(STATE_CLIMB
);
3217 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3218 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3219 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3221 if FMonsterType
= MONSTER_FISH
then
3223 if not WordBool(st
and MOVE_INWATER
) then
3224 begin // Ðûáà âíå âîäû:
3225 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3226 begin // "Ñòîèò" òâåðäî
3227 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3228 if FObj
.Accel
.Y
= 0 then
3230 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3234 SetState(STATE_PAIN
);
3235 FPain
:= FPain
+ 50;
3239 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3241 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3245 // Ðûáà ïëûâåò ââåðõ:
3246 if FObj
.Vel
.Y
< 0 then
3247 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3249 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3251 // Ïëàâàåì òóäà-ñþäà:
3252 SetState(STATE_RUN
);
3257 else // Ëåòàþùèå ìîíñòðû
3259 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3261 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3266 else // "Íàçåìíûå" ìîíñòðû
3268 // Âîçìîæíî, ïèíàåì êóñêè:
3269 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3271 b
:= Abs(FObj
.Vel
.X
);
3272 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3273 for a
:= 0 to High(gGibs
) do
3275 if gGibs
[a
].Live
and
3276 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3277 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3280 if FObj
.Vel
.X
< 0 then
3282 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3286 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3288 positionChanged(); // this updates spatial accelerators
3292 // Áîññû ìîãóò ïèíàòü òðóïû:
3293 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3294 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3296 b
:= Abs(FObj
.Vel
.X
);
3297 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3298 for a
:= 0 to High(gCorpses
) do
3299 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3301 co
:= gCorpses
[a
].Obj
;
3302 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3303 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3305 if FObj
.Vel
.X
< 0 then
3306 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3308 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3313 FSleep
:= FSleep
+ 1;
3319 if Random(8) = 0 then
3323 // Áåæèì â âûáðàííóþ ñòîðîíó:
3324 if FDirection
= D_RIGHT
then
3325 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3327 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3329 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3330 if WordBool(st
and MOVE_INWATER
) then
3331 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3332 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3333 if FMonsterType
= MONSTER_FISH
then
3337 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3339 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3340 if WordBool(st
and MOVE_BLOCK
) then
3342 SetState(STATE_RUNOUT
);
3348 FSleep
:= FSleep
- 1;
3350 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3351 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3357 if Random(8) = 0 then
3361 // Áåæèì â âûáðàííóþ ñòîðîíó:
3362 if FDirection
= D_RIGHT
then
3363 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3365 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3367 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3368 if WordBool(st
and MOVE_INWATER
) then
3369 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3370 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3371 if FMonsterType
= MONSTER_FISH
then
3375 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3377 // Âûøëè èç ÁëîêÌîíà:
3378 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3381 FSleep
:= FSleep
- 1;
3383 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3384 if FSleep
<= -18 then
3390 if Random(8) = 0 then
3394 // Áåæèì â âûáðàííóþ ñòîðîíó:
3395 if FDirection
= D_RIGHT
then
3396 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3398 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3400 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3401 if WordBool(st
and MOVE_INWATER
) then
3402 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3403 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3404 if FMonsterType
= MONSTER_FISH
then
3408 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3410 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3411 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3412 (not WordBool(st
and MOVE_HITWALL
)) then
3417 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3418 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3420 SetState(STATE_RUN
);
3425 // Áåæèì â âûáðàííóþ ñòîðîíó:
3426 if FDirection
= D_RIGHT
then
3427 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3429 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3431 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3432 if WordBool(st
and MOVE_INWATER
) then
3433 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3434 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3435 if FMonsterType
= MONSTER_FISH
then
3439 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3440 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3442 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3443 if FMonsterType
= MONSTER_SOUL
then
3445 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3451 // Çàìåäëÿåìñÿ ïðè àòàêå:
3452 if FMonsterType
<> MONSTER_FISH
then
3453 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3455 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3456 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3458 // Öåëü ïîãèáëà => èäåì äàëüøå:
3459 if not GetPos(FTargetUID
, @o
) then
3466 // Öåëü íå âèäíî => èäåì äàëüøå:
3467 if not g_Look(@FObj
, @o
, FDirection
) then
3474 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3475 if g_Obj_CollideWater(@o
, 0, 0) then
3483 end; // case FState of ...
3487 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3488 if FState
= STATE_REVIVE
then
3489 if FAnim
[FCurAnim
, FDirection
].Played
then
3490 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3491 FAnim
[FCurAnim
, FDirection
].Revert(False);
3495 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3496 if vilefire
<> nil then
3499 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3500 if (FState
= STATE_DIE
) and
3501 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3502 (FAnim
[FCurAnim
, FDirection
].Played
) then
3505 SetState(STATE_DEAD
);
3507 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3508 if (FMonsterType
= MONSTER_PAIN
) or
3509 (FMonsterType
= MONSTER_SOUL
) or
3510 (FMonsterType
= MONSTER_BARREL
) then
3513 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3516 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3517 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3518 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3519 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3520 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3521 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3522 if FState
= STATE_ATTACK
then
3523 begin // Ñîñòîÿíèå - Àòàêà
3524 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3525 if FMonsterType
<> MONSTER_SOUL
then
3528 else // Ñîñòîÿíèå - Ñòðåëüáà
3530 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3531 if not FChainFire
then
3534 begin // Íàäî ñòðåëÿòü åùå
3535 FChainFire
:= False;
3536 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3537 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3538 FAnim
[FCurAnim
, FDirection
].Reset();
3542 FWaitAttackAnim
:= False;
3545 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3546 if (FMonsterType
= MONSTER_SOUL
) or
3547 ( (not FWaitAttackAnim
) and
3548 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3549 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3551 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3552 if FState
= STATE_ATTACK
then
3553 begin // Ñîñòîÿíèå - Àòàêà
3554 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3555 if FMonsterType
= MONSTER_SOUL
then
3556 FAnim
[FCurAnim
, FDirection
].Reset();
3558 case FMonsterType
of
3559 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3560 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3561 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3562 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3563 if FMonsterType
= MONSTER_SOUL
then
3567 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3569 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3570 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3571 if FCurAnim
= ANIM_ATTACK2
then
3574 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3575 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3579 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3580 if FCurAnim
= ANIM_ATTACK2
then
3582 sx
:= isCorpse(@FObj
, True);
3584 begin // Íàøëè, êîãî âîñêðåñèòü
3585 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3586 // Âîñêðåøàòü - ñåáå âðåäèòü:
3587 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3593 else // Ñîñòîÿíèå - Ñòðåëüáà
3595 // Ñêîðîñòðåëüíûå ìîíñòðû:
3596 if (FMonsterType
= MONSTER_CGUN
) or
3597 (FMonsterType
= MONSTER_SPIDER
) or
3598 (FMonsterType
= MONSTER_BSP
) or
3599 (FMonsterType
= MONSTER_MANCUB
) or
3600 (FMonsterType
= MONSTER_ROBO
) then
3601 if not GetPos(FTargetUID
, @o
) then
3602 // Öåëü ìåðòâà - èùåì íîâóþ:
3604 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3605 if shoot(@o
, False) then
3609 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3610 FWaitAttackAnim
:= True;
3613 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3614 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3616 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3617 // Çâóêè ïðè ïåðåäâèæåíèè:
3618 case FMonsterType
of
3620 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3621 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3622 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3624 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3625 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3626 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3628 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3629 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3630 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3632 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3633 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3634 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3638 // Êîñòûëü äëÿ ïîòîêîâ
3639 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3640 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3641 FObj
.Vel
.X
:= oldvelx
;
3643 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3644 if FAnim
[FCurAnim
, FDirection
] <> nil then
3645 FAnim
[FCurAnim
, FDirection
].Update();
3648 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3650 case FMonsterType
of
3653 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3654 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3658 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3660 FShellType
:= SHELL_SHELL
;
3664 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3666 FShellType
:= SHELL_DBLSHELL
;
3668 MONSTER_CGUN
, MONSTER_SPIDER
:
3670 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3671 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3674 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3676 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3678 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3680 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3682 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3684 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3685 MONSTER_BARON
, MONSTER_KNIGHT
:
3686 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3688 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3692 procedure TMonster
.Turn();
3695 if FDirection
= D_LEFT
then
3696 FDirection
:= D_RIGHT
3698 FDirection
:= D_LEFT
;
3700 // Áåæèì â âûáðàííóþ ñòîðîíó:
3701 if FDirection
= D_RIGHT
then
3702 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3704 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3707 function TMonster
.findNewPrey(): Boolean;
3711 PlayersSee
, MonstersSee
: Array of DWORD
;
3712 PlayerNear
, MonsterNear
: Integer;
3715 SetLength(MonstersSee
, 0);
3716 SetLength(PlayersSee
, 0);
3723 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3724 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3725 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3726 for a
:= 0 to High(gPlayers
) do
3727 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3728 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3730 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3732 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3733 PlayersSee
[High(PlayersSee
)] := a
;
3735 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3736 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3740 PlayerNear
:= Integer(a
);
3744 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3745 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3746 for a
:= 0 to High(gMonsters
) do
3747 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3748 (gMonsters
[a
].FUID
<> FUID
) then
3750 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3751 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3752 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3753 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3754 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3755 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3756 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3757 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3759 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3761 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3762 MonstersSee
[High(MonstersSee
)] := a
;
3764 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3765 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3769 MonsterNear
:= Integer(a
);
3774 BH_NORMAL
, BH_KILLER
:
3776 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3777 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3779 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3780 FTargetUID
:= gPlayers
[a
].UID
;
3783 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3786 FTargetUID
:= gPlayers
[a
].UID
;
3788 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3789 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3791 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3792 FTargetUID
:= gMonsters
[a
].UID
;
3795 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3798 FTargetUID
:= gMonsters
[a
].UID
;
3801 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3803 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3804 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3806 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3807 FTargetUID
:= gPlayers
[a
].UID
;
3809 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3811 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3812 FTargetUID
:= gMonsters
[a
].UID
;
3814 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3815 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3818 FTargetUID
:= gPlayers
[a
].UID
;
3820 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3823 FTargetUID
:= gMonsters
[a
].UID
;
3828 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3829 if FTargetUID
= 0 then
3831 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3832 if FBehaviour
= BH_INSANE
then
3835 FTargetTime
:= MAX_ATM
;
3844 function TMonster
.kick(o
: PObj
): Boolean;
3848 case FMonsterType
of
3851 SetState(STATE_ATTACK
);
3856 SetState(STATE_ATTACK
);
3857 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3862 SetState(STATE_ATTACK
);
3863 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3866 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3868 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3869 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3872 MONSTER_BARON
, MONSTER_KNIGHT
,
3873 MONSTER_CACO
, MONSTER_MANCUB
:
3874 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3875 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3879 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3889 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3890 if not immediately
then
3891 case FMonsterType
of
3892 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3893 Exit
; // íå ñòðåëÿþò
3894 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3897 // Âðåìÿ âûñòðåëà óïóùåíî:
3899 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3905 // Âðåìÿ âûñòðåëà óïóùåíî:
3912 // Âðåìÿ âûñòðåëà óïóùåíî:
3913 if FAmmo
>= 100 then
3918 // Ñòðåëÿåò íå âñåãäà:
3919 if Random(2) = 0 then
3922 // Âðåìÿ âûñòðåëà óïóùåíî:
3926 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3927 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3928 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3929 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3930 else if Random(16) <> 0 then Exit
;
3934 if not g_Look(@FObj
, o
, FDirection
) then
3939 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3940 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3942 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3943 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3944 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3945 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3948 case FMonsterType
of
3949 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3951 SetState(STATE_SHOOT
);
3956 SetState(STATE_SHOOT
);
3960 begin // Çàæèãàåì îãîíü
3961 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3962 ty
:= o
^.Y
+o
^.Rect
.Y
;
3963 SetState(STATE_SHOOT
);
3967 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3968 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3971 begin // Ëåòèò â ñòîðîíó öåëè:
3972 SetState(STATE_ATTACK
);
3973 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3975 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3976 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3977 m
:= Max(Abs(xd
), Abs(yd
));
3981 FObj
.Vel
.X
:= (xd
*16) div m
;
3982 FObj
.Vel
.Y
:= (yd
*16) div m
;
3984 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3985 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3987 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3988 if FMonsterType
= MONSTER_MANCUB
then
3990 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3992 SetState(STATE_SHOOT
);
4000 function TMonster
.Live(): Boolean;
4002 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4005 procedure TMonster
.SetHealth(aH
: Integer);
4007 if (aH
> 0) and (aH
< 1000000) then
4010 if FHealth
> FMaxHealth
then
4011 FMaxHealth
:= FHealth
;
4015 procedure TMonster
.WakeUp();
4017 if g_Game_IsClient
then Exit
;
4019 FTargetTime
:= MAX_ATM
;
4023 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4033 // Ñèãíàòóðà ìîíñòðà:
4034 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4035 Mem
.WriteDWORD(sig
);
4037 Mem
.WriteWord(FUID
);
4039 if FDirection
= D_LEFT
then
4044 // Íàäî ëè óäàëèòü åãî:
4045 Mem
.WriteBoolean(FRemoved
);
4046 // Îñòàëîñü çäîðîâüÿ:
4047 Mem
.WriteInt(FHealth
);
4049 Mem
.WriteByte(FState
);
4050 // Òåêóùàÿ àíèìàöèÿ:
4051 Mem
.WriteByte(FCurAnim
);
4053 Mem
.WriteWord(FTargetUID
);
4054 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4055 Mem
.WriteInt(FTargetTime
);
4056 // Ïîâåäåíèå ìîíñòðà:
4057 Mem
.WriteByte(FBehaviour
);
4058 // Ãîòîâíîñòü ê âûñòðåëó:
4059 Mem
.WriteInt(FAmmo
);
4061 Mem
.WriteInt(FPain
);
4063 Mem
.WriteInt(FSleep
);
4064 // Îçâó÷èâàòü ëè áîëü:
4065 Mem
.WriteBoolean(FPainSound
);
4066 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4067 Mem
.WriteBoolean(FWaitAttackAnim
);
4068 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4069 Mem
.WriteBoolean(FChainFire
);
4070 // Ïîäëåæèò ëè ðåñïàâíó:
4071 Mem
.WriteBoolean(FNoRespawn
);
4075 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4076 Mem
.WriteInt(FStartID
);
4077 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4078 Mem
.WriteInt(FSpawnTrigger
);
4080 Obj_SaveState(@FObj
, Mem
);
4081 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4082 anim
:= vilefire
<> nil;
4083 Mem
.WriteBoolean(anim
);
4084 // Åñëè åñòü - ñîõðàíÿåì:
4086 vilefire
.SaveState(Mem
);
4088 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4090 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4091 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4092 Mem
.WriteBoolean(anim
);
4093 // Åñëè åñòü - ñîõðàíÿåì:
4095 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4096 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4097 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4098 Mem
.WriteBoolean(anim
);
4099 // Åñëè åñòü - ñîõðàíÿåì:
4101 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4105 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4115 // Ñèãíàòóðà ìîíñòðà:
4117 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4119 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4126 FDirection
:= D_LEFT
4128 FDirection
:= D_RIGHT
;
4129 // Íàäî ëè óäàëèòü åãî:
4130 Mem
.ReadBoolean(FRemoved
);
4131 // Îñòàëîñü çäîðîâüÿ:
4132 Mem
.ReadInt(FHealth
);
4134 Mem
.ReadByte(FState
);
4135 // Òåêóùàÿ àíèìàöèÿ:
4136 Mem
.ReadByte(FCurAnim
);
4138 Mem
.ReadWord(FTargetUID
);
4139 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4140 Mem
.ReadInt(FTargetTime
);
4141 // Ïîâåäåíèå ìîíñòðà:
4142 Mem
.ReadByte(FBehaviour
);
4143 // Ãîòîâíîñòü ê âûñòðåëó:
4148 Mem
.ReadInt(FSleep
);
4149 // Îçâó÷èâàòü ëè áîëü:
4150 Mem
.ReadBoolean(FPainSound
);
4151 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4152 Mem
.ReadBoolean(FWaitAttackAnim
);
4153 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4154 Mem
.ReadBoolean(FChainFire
);
4155 // Ïîäëåæèò ëè ðåñïàâíó
4156 Mem
.ReadBoolean(FNoRespawn
);
4160 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4161 Mem
.ReadInt(FStartID
);
4162 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4163 Mem
.ReadInt(FSpawnTrigger
);
4165 Obj_LoadState(@FObj
, Mem
);
4166 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4167 Mem
.ReadBoolean(anim
);
4168 // Åñëè åñòü - çàãðóæàåì:
4171 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4172 vilefire
.LoadState(Mem
);
4175 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4177 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4178 Mem
.ReadBoolean(anim
);
4179 // Åñëè åñòü - çàãðóæàåì:
4182 Assert(FAnim
[i
, D_LEFT
] <> nil,
4183 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4184 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4186 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4187 Mem
.ReadBoolean(anim
);
4188 // Åñëè åñòü - çàãðóæàåì:
4191 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4192 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4193 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4198 procedure TMonster
.ActivateTriggers();
4202 if FDieTriggers
<> nil then
4203 for a
:= 0 to High(FDieTriggers
) do
4204 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4205 if FSpawnTrigger
> -1 then
4207 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4208 FSpawnTrigger
:= -1;
4212 procedure TMonster
.AddTrigger(t
: Integer);
4214 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4215 FDieTriggers
[High(FDieTriggers
)] := t
;
4218 procedure TMonster
.ClearTriggers();
4220 SetLength(FDieTriggers
, 0);
4223 procedure TMonster
.CatchFire(Attacker
: Word);
4226 FFireAttacker
:= Attacker
;
4227 if g_Game_IsNet
and g_Game_IsServer
then
4228 MH_SEND_MonsterState(FUID
);
4231 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4236 if (Random(10) = 1) and (Times
= 1) then
4239 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4241 for i
:= 1 to Times
do
4243 Anim
:= TAnimation
.Create(id
, False, 3);
4245 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4246 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4252 //WARNING! call this after monster position was changed, or coldet will not work right!
4253 procedure TMonster
.positionChanged ();
4258 // ////////////////////////////////////////////////////////////////////////// //
4259 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4264 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4265 for idx
:= 0 to High(gMonsters
) do
4267 if (gMonsters
[idx
] <> nil) then
4269 result
:= cb(idx
, gMonsters
[idx
]);
4270 if result
then exit
;
4276 // throws on invalid uid
4277 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4279 result
:= g_Mons_ByIdx_NC(uid
);
4280 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4285 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4287 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4288 result
:= gMonsters
[uid
];
4292 function g_Mons_AnyAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4297 if (width
< 1) or (height
< 1) then exit
;
4299 for idx
:= 0 to High(gMonsters
) do
4301 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4303 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then